﻿float4x4 World;
float4x4 View;
float4x4 Projection;

sampler2D s : register(s0);

struct v_in
{
	float4 Position : POSITION;
	float2 texCoord : TEXCOORD;
};

struct v_out
{
	float4 Position : POSITION;
	float2 texCoord : TEXCOORD;
};

v_out vShader(v_in i)
{
	v_out outval = (v_out)0;
	float4 localH = mul(i.Position, World);
		localH = mul(localH, View);
	localH = mul(localH, Projection);

	outval.Position = localH;
	outval.texCoord = i.texCoord;

	return outval;
}

float4 pShader(float2 uv : TEXCOORD) : COLOR0
{
	return tex2D(s, uv);
}

technique t0
{
	pass p0
	{
		VertexShader = compile vs_2_0 vShader();
		PixelShader = compile ps_2_0 pShader();
	}
};